| 4 months ago :: Nov 02, 2009 - 4:44PM #1 | |
|
If a game sells 250,000 copies at "full price" lets say 50.00 us
That comes out to a total of about 12,500,000 worth of total business.
Would it be fair to say apx 10,000,000 of that makes it way back to the publisher?
Obviously there are development costs and marketing costs and shipping costs and production costs that have to be factored in before any kind of profit can be weighed out. I'm just looking to see if my "estimate" on the potential profits for a mediocre selling title are as high as I imagine. Orrather just the amount of money involved before overhead starts chipping away.
|
|
| 4 months ago :: Nov 02, 2009 - 5:05PM #2 | |
|
Depends, did said title get lots of advirtiseing? a commercial? promo items and all that add up real fast. Ls issues and payed employees and amount of time..
Don't think its as high as you think, Itlest last time i asked. I don't think they've openly disscussed any of that actully. Or wont. Its been awhile.
Capcom Unity!
Playing: Monster Hunter Tri(japan) Lord of the Rings Online |
|
| 3 months ago :: Nov 03, 2009 - 1:26PM #3 | |
|
It's true that it's not something we can discuss in detail, but it can involve a lot more factors even than those listed here. Off the top of my head, two potential "biggies" would include a possible deal with a developing studio (we create and publish some games totally in-house, while we work with specific studios on parts of others), or licensing fees for characters/contents in the game (think Marvel in MVC2, Harvey Birdman, etc.). It's also not a simple matter of percentages, since many deals involve clauses like "if sales are X, you get Y," potentially based on sliding scales, etc. In general, what I'm driving at is that it's usually an unhelpful simplification to say "game X had this many sales, so the company made Y dollars." Obviously more sales translate into more money, but beyond that, it's different in almost every single case...
best, Seth
Ask me about my beard. Or don't. It's cool either way.
|
|
| 3 months ago :: Nov 03, 2009 - 10:36PM #4 | |
A Suggested Retail Price title is sold to a retailer at a price below that... typically around -. On top of that, a publisher has to pay for the retailer's co-op reserve, defective allowance and carry a price protection reserve to manage inventory out of the channel. That's usually somewhere between 12% and 20% depending upon the publishers' forecasting abilities, how agressive they've been placing it and the platform and the title specifically. So for a proper "net sales" figure, you're talking about $34ish of that making it to the publisher. At 250K units, you're looking at about $8.25M actually recognized by the publisher as a net sales figure. THEN you have cost of goods sold (which is SIGNIFICANT on consoles but no, I can't share what those are for NDA reasons), product development spend, variable marketing spend, fixed marketing costs (staff), sales commissions, technology, licensing or development royalties, and SG&A (finance, legal, exec salaries and other overhead).
Christian Svensson
![]() Now Playing: WoW, Fat Princess, MvC2, Magic: The Gathering, Age of Booty (360) |
|
| 3 months ago :: Nov 03, 2009 - 11:16PM #5 | |
|
Intersting statistics. Would that many copies sold usually be regarded as a (any level of)success after all the factoring out of variables?
"DUDLEY 4 SF4" ~ ChessNotCheckers
"TESSA 4 DS4" ~ Redblaze27 |
|
| 3 months ago :: Nov 04, 2009 - 12:06PM #6 | |
|
It depends entirely upon those other costs. If it were a 360/PS3 game and it had a $10M PD budget and a $5M marketing worldwide budget (both of which are VERY low figures), before you even factored in COGs (which is the largest single cost after retailer margin), fixed marketing, overhead etc. the game has lost $7M. With those other factors, it'd probably be more like $11M+ underwater for most publishers. If it were a $20M PD budget and a $10M marketing budget, you'd be $21M underwater, etc. If it were a $3M PD budget and a 1M marketing budget, you'd be profitable, but I'm not aware of any 360/PS3 games with those sorts of budgets. :)
Christian Svensson
![]() Now Playing: WoW, Fat Princess, MvC2, Magic: The Gathering, Age of Booty (360) |
|
| 3 months ago :: Nov 04, 2009 - 12:21PM #7 | |
|
Seeing that the OP said a $50 retail game, this would make the likelyhood of it being a Wii more probable. Would it be safe to assume the latter example you gave would be closer to the statistics for a Wii title?
"DUDLEY 4 SF4" ~ ChessNotCheckers
"TESSA 4 DS4" ~ Redblaze27 |
|
| 3 months ago :: Nov 04, 2009 - 12:26PM #8 | |
|
There are Wii games around the industry with those sorts of budgets (at both spectrums). Games often cost a lot more than you'd think to make.
Christian Svensson
![]() Now Playing: WoW, Fat Princess, MvC2, Magic: The Gathering, Age of Booty (360) |
|
| 3 months ago :: Nov 04, 2009 - 8:30PM #9 | |
|
say it was a playstation 2 game made in 2004 and it sold around 700k ish. and there wasnt a lot of marketing and if there was it didnt work well. i can imagine how expensive games cost on any platform. especially when you take into acount everything the money has to pay for.
http://www.capcom-unity.com/go/suggestion/box
vote for the resident evil outbreak port! wooo |
|
| 3 months ago :: Nov 08, 2009 - 6:59PM #10 | |
|
One of the things that got me on this was the admission that Grand Turismo 4's costs are up to 60 million Dollars. That and I see Muramasa sold about 140,000 copies. I was hoping Vanillaware turned a profit. Obviously they got a better deal from Ignition than they were getting from XSEED. |
|

